
Field Modulation
Field Modulation is a tier 1 physics technology (Field Manipulation) in Stellaris 4.5.2. Its base cost is 1,000 research. It needs High-Energy Capacitors. It unlocks Substation Relay Complex and leads to 2 technologies. Console: research_technology tech_power_plant_2.
What Field Modulation does
Modifiers as the game prints them, from the technology's modifier block; then the unlock lines its research card shows.
- +5%
Energy Credits Produced from Technicians
What Field Modulation unlocks
Everything in the game files that lists this technology as a prerequisite; “condition” marks objects that check for it in their conditions instead.
How to get Field Modulation
Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 100) and its weight modifiers.
What Field Modulation leads to
Technologies that list it as a prerequisite.
Other names for some empires
technology_swap: the same research shows another name (and sometimes other effects) when its condition holds.
- Field Modulation
- Nomadic empire
In the game
Modulated fields allow for increased production and improved energy yield.
Console command
Typed in the game's console (the ~ key); achievements are off for that game.
research_technology tech_power_plant_2Draw weight script, as in common/technology/00_phys_tech.txt
modifier = {
factor = 1.25
has_tradition = tr_prosperity_adopt
}Field Modulation: questions
How do I get Field Modulation in Stellaris?
Research High-Energy Capacitors first; then Field Modulation can be drawn as one of the 3 physics research options.
What does Field Modulation do?
It gives +5% Energy Credits Produced from Technicians. It unlocks Substation Relay Complex (building). It leads to Global Energy Management and Quantum Energy States.
What is the ID of Field Modulation?
The technology's ID is tech_power_plant_2. To get it with the console: research_technology tech_power_plant_2 (Stellaris 4.5.2).
How much does Field Modulation cost?
1,000 physics research before modifiers. In game the cost grows with empire size (+0.2% per point above the base, common/defines) and the galaxy's tech cost setting.
Source: common/technology/00_phys_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.